Maybe it's weird, but sometimes my overwhelming need to send some positive thoughts to someone I don't know overwhelms my anxiety about messaging people I don't know.
I've found my super chill level at work listening to the soundtrack from Scott Pilgrim vs the World, a movie I somehow only recently discovered and hit my top 3 immediately.
I think one thing I'm feeling from last week is that getting games done and out is more important than trying to please everyone with them. Some people bash great games or adore others despite their faults. I've got to release mine to the wild at some point and see what happens.
@TabletopNet I wanted to say TTN was the single most valuable experience I've had in 4 years of designing games. I left excited and with a significantly improved perspective on what works and what to expect. Thanks to everyone involved for everything!
@elizhargrave That's exactly how we solve the puzzle! My awesome wife designs/develops knitting patterns and I handled the kiddos for her fun/learning events, then she handled them for TTN/BGG. That said, I'm already trying to get her to BGG next year too! Parenting is the ultimate co-op game.
I'm loaded with prototypes and looking for playtesters at BGG Con! If you're here and want to play one, message me! Also happy to trade a test for a test!
Games with me:
10,000 Goblins
MechaKNIGHTs
Guild Leader
UpTime
Roundabout
Magic Tricks
Appreciated the opportunity to present 10,000 Goblins during shark tank at #TabletopNetwork ! Great chance to practice my pitch. Just in case anyone wanted more info, you can find it here: https://t.co/S4XI08wW6k
#TabletopNetwork is only 3/4 done and I'm already motivated and full of new ideas! What an amazing group of people to have the honor to meet and talk with.
What's your favorite non-dice combat resolution mechanic? Trying to expand my horizons on how to determine hit or miss in tabletop games. Scythe's combat resolution is a great example of what I'm after here.
I can't find the right words to describe that feeling of throwing your heart and soul into a game design for months and the closer you get to showing it to a lot of people that like games the less you want to do it and just want to crawl in a hole and hide. Melancholy? I dunno.
Curious what your thoughts on dice are in games, specifically when it comes to hitting or not hitting a target based on the roll of dice against a target number. What makes it fun? What makes it not fun? Totally open to subjective opinions here.
It's hard getting a game back from a publisher because it can't fit in the development window, but I've learned a lot along the way and I'm grateful for the experience. There's a silver lining here for sure and I'm confident Guild Leader will find a new home.
Sometimes I feel like Dr. Strange as I dwell on all my possible futures trying to find the one that works out well but doesn't rely heavily on other people doing things they aren't likely to do. Sometimes you give the stone away and hope for the best I guess!